Triangle Slicing

Thanks to a java/firefox crash combo, i lost the article i was writing. So here’s a shortened version without all the explanation (i’ll write them later).

Last week, I came across a paper called “Generic Mesh Refinement on GPU” and decided to implement it. I finished the refinement pattern generation and the use of a vertex shader to display the refined mesh today.
Here are the results:

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As my main goal is to use this technique for displacement mapping, i modify each point in order to map a sphere: